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Acmlm's Board - I2 Archive - - Posts by HyperLamer |
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HyperLamer <||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 3259/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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Good level design is essential. I've passed up plenty of hacks with pretty graphics and ASM tweaks because their levels sucked. Good use of ExGFX is also nice, and some ASM hacking is always a bonus, but if the levels are boring or overly difficult (bolded for emphasis!) the game just sucks. | |||||||||||||||||||||||||||||||||||||||||||||||||||
HyperLamer <||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 3260/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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I've got a slightly better idea, for those who don't intend to use 3 different sets of graphics for every level: Make 3 tables instead. One block would load graphics as specified in the first table, another from the second, and so on. You could basically have as many different 'graphic replacement' tables as you wanted this way. Or, you could hard-code the address into the block, and just have people copy and hex edit the block, like those gravity-changing ones release a while back. That way you don't need all these unused table entries if you only plan to use it a few times. [edit] You know, this sort of thing would be a lot easier if the level data format was tweaked ever so slightly to allow an extra 'parameter' byte for custom blocks (make Map16 insertions have one more byte which can be specified by the user and gets loaded to a register/address in custom block code.) I'm talking to you, Fu. (edited by HyperHacker on 02-13-05 10:15 PM) |
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HyperLamer <||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 3261/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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You can disable killing it with fireballs and the cape too. | |||||||||||||||||||||||||||||||||||||||||||||||||||
HyperLamer <||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 3262/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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Holy crap that's a cool idea. It even lets you put stuff on layer 1 that would move with you. I thought of a similar idea: Make the level on layer 1 and cover layer 2 (interaction enabled) with a custom block that moves layer 1 up. (You'd have to cover all of layer 2, not just that screen, unless it moves layer 2 as well. A better idea might be to use BMF's palette ASM thing.) Then I bet you could get around the restrictions like 'only one exit' and 'no sprites'. Also I like what Kyouji was saying... If you put like spikes at the bottom of layer 1, it'd be like that one level in DKC3 (or 2?) where a saw chases you up a tree. Originally posted by hal_emmerich I don't think that would happen, actually. Mario would just go down with the vine. I tried putting vines on layer 2 in a level with 'Layer 2 scrolls left/right' and Mario would fall off the vine if you didn't press in the direction it moved. Presumably moving up/down would have the same effect. |
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HyperLamer <||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 3263/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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PM GENIUS (edited by HyperHacker on 02-13-05 10:31 PM) |
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HyperLamer <||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 3264/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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You have to make new custom blocks for this anyway. Make one that both makes you go behind the screen and makes you move. As far as changing direction, the pipe blocks have to know which way to move you (unless you want one-way, cornerless pipes, which would be boring), so you have blocks that set the 'direction' variable for them. < |
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HyperLamer <||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 3265/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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Er, Mario wouldn't be stationary though... He'd stay on the same place on the vine, and thus get pulled down. | |||||||||||||||||||||||||||||||||||||||||||||||||||
HyperLamer <||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 3266/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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Originally posted by Someguy Get me that fucker's address. Originally posted by Xeogred I wouldn't be surprised. 256 does sound kinda cool. |
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HyperLamer <||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 3267/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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There's a well-known GS code for that. It does seem like they had designed it to have a lot more stars, though. The code sets all the 'star collected' flags, and there are like 55 extra 'castle secret star' flags which aren't used in the game. | |||||||||||||||||||||||||||||||||||||||||||||||||||
(restricted)
HyperLamer |
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 3269/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours
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Either he's been promoted to admin for about 10 seconds twice just now, or the Kafuka theme is showing user names in the admin colour on the PM reply page. |
HyperLamer |
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 3270/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours
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Cheese r teh pwnery. Especially cheese cake. |
HyperLamer |
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 3271/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours
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Actually I think they would. I never said this was the way to make an accurate poison mushroom, just a simple one. |
HyperLamer |
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 3272/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours
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JJ, the idea is that Mario stays in place. I'm really not sure what would happen but my guess is he'd fall. Maybe someone should try it? |
As far as your sprite question, you could use an altered time-delay block. IIRC there are blocks that don't allow sprites to pass until the timer hits a certain value, so you could just change the amount of time required and put sprites above them, like this: xxxxxxxxxxxxx xsxxxxxsxxxxx xtxxxxxtxxxxx Where x is a cement block, s is a sprite and t is a time-delay block.
HyperLamer |
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 3273/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours
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[edit] Figured out some, updated post. [/edit] |
I had a nifty idea (I'll show you if I can get it working), but I need to know a few things to do it properly: 2) How can I make sound? Like is there a register I can write to that will just play a certain frequency tone? 3) Is there something like a RAM address that I can use to disable Mario's controls? That is, I want the player to be able to pause, exit the level, etc (and my ASM will use some of the buttons and d-pad), but I need to have Mario not move. (Moving back and forth wouldn't be a problem, but things like jumping, shooting fireballs, etc need to be disabled. In fact, I might even be able to take care of fireballs and capes...) If not, does anyone at least know where the controller-reading routine is? (I thought I had it written down, but I can't seem to find it. ) 4) How can I disable L/R button scrolling? (Like, permenantly. Might even use those buttons for something later. ) 6) Is layer 1 rotation possible at all? Would I have to change video modes or use the SFX chip or something crazy like that? Would it affect the actual gameplay? 7) Is there a way to make Mario completely invisible? Would it affect the death seqeunce? (It'd look kinda crappy if Mario just popped out of nowhere and died. ) (edited by HyperHacker on 02-14-05 01:56 PM)
HyperLamer |
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 3274/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours
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Awesome... Though I notice he saves the value from SelectObject and does stuff with it at the end. Is that necessary? My programs seem to have been working fine without it, but that might just be XP cleaning it up for me. |
HyperLamer |
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 3275/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours
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It looks like the game decompressed all the tracks and shrunk them way down. Weird... |
HyperLamer |
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 3276/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours
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I'd think if the kernel got messed, you'd know it as soon as you started up, and then you could just put the original back. That's how it was when I killed WinME by mucking with system files. |
HyperLamer |
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 3277/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours
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Oi. I got this quite a while ago, and before I re-installed it was working fine. The first problem was there, but I'd fixed it somehow, not sure exactly how though. I haven't been able to get it working quite right since then, though. |
1) The most annoying part is that pressing any of the diagonal directions on the d-pad makes it go ballistic. It works fine in the test program in the control panel, but actually doing it gives weird results... My own program (a VB program that tells what key you pressed ) reports that either Up or Down is being held until you press another direction. (Up/Down/Left/Right is set to act as the arrow keys, diagonals are set to some letter keys.) In ZSnes's menus, it seems to think various buttons are being pressed depending what screen you're on... in the main menu, both L and Escape (which is odd because neither of those are assigned to buttons); in the input set up menu, just Escape. (Specifically, if I try to configure a button and press a direction, it just keeps thinking Escape is being pressed until I switch to another window.) During the game various directions just get 'stuck' on and off randomly. Some of the problem might even be ZSnes-related, as it seems to be 'over-responsive' to the directional keys and continues to think I'm pressing them for several seconds after I let go, even using the keyboard with the joystick unplugged. 2) When setting the joystick to act as a mouse, it just doesn't do anything. Spin it like mad, but the mouse doesn't move. 3) Another ZSnes/joystick problem that I've never been able to fix: If I assign the Turbo key to a joystick button, it has a 'rapid-fire' effect that makes it damn near impossible to turn it off. The button itself works fine and there's no problem if I use a key on the keyboard instead. Any ideas regarding any of these? It's hard to play when the game thinks I'm just tapping Left and Down a lot. (I'm using the latest driver/software for the joystick... About to go update ZSnes. ) [edit] Gah! Not only did updating ZSnes not fix it, it made the responsiveness problem even worse! It's completely impossible to navigate the menus with they keyboard/joystick; I press Up once and it jumps up like 5 options! And forget pulling off anything more complex than running and jumping in games. God dammit, it keeps getting worse too. I can't even beat level 1 of SMW with Mario twitching and jumping around like this! And the lag doesn't help. *kicks computer* *computer freezes* (edited by HyperHacker on 02-14-05 01:48 AM) (edited by HyperHacker on 02-14-05 02:15 AM) (edited by HyperHacker on 02-14-05 02:28 AM)
HyperLamer |
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 3278/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours
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Threaten people with it. |
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Acmlm's Board - I2 Archive - - Posts by HyperLamer |